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Revenant Beta Thoughts

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That Guy.5704

will probably remember something later on

Revenant Beta Thoughts

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Posted by: That Guy.5704

That Guy.5704

8) suggestions to increase skill count to bring it more in line with what appears to be its intended skill level. It is not my intention in that sentence to say that the class is “easy” to play or that I feel like I have “mastered” it already. It would be absurd to say that about an unfinished class for which I was only able to spend a weekend on. What I do feel like, however, is that having obvious and segmented synergies between the weapon/legend/trait lines coupled with the utility skill “bundles” you are given with each legend drastically reduces the options which drastically reduces the complexity of the class and makes builds much more discrete rather than tuned to your taste. So, the following are some suggestions and I understand we have an elite spec coming that we do not yet know the details of. They are not meant to say “Do all these” they are just some things I have considered.

-Add utilities to each legend. 5 utilities instead of 3 to select from would be a great help. Players very often swap utilities before a fight, but revenant will just get to take 2 fixed baskets of utilities. To get the effects they want, they may or may not be able to take the legend that synergizes with the style they want (tank, dps, heal, condi) and it means they must give up all 3 utilities to take an effect they can only get in another legend. As of right now, for example, If I want to play a tankier build, I would run jalis and hammer. but jalis has only 1 condi cleanse and it is on the heal. whether taking the trait to remove condi cleanse on legend swap or taking ventari, I have to go out of jalis for 10 seconds just to have access to a second condi cleanse.

-Weapon swap. This is the one I have seen pop up most. Just giving the options to weapon swap and legend swap.

-Tie weapons to legends. The weapons already have high synergy with a given legend and the tech is at least built to lock/unlock weapons based on a trait. we see this with the elite specs. If you may only use certain weapons when channelling certain legends and swap weapons when you legend swap, it would be less of a balancing issue then simple weapon swapping.

-Combining the previous 2. having your weapons swap when you legend swap but alow a choice for which weapons they will be.

-Primary and secondary weapon effects. This is what I originally envisioned when we heard about the revenant. In this scenario, each weapon has a basic attack with basically the same animations. However, depending on what legend you are in, it adds an effect to the skill. being in venrati would cause hammer 1 to drop a healing orb near you or being in mallyx would cause hammer 2 (coalescence of ruin) to cause burning on each impact. Obviously effects would need to be added across the board and rebalanced in this case.

-Finally, my personal favorite, but would require significant work from many departments. Allowing transforms. In this case, the legends would be bound to F1 and F2 rather than F1 as a simple swap. after you channel a legend, F1/2 flips and turns into a transform button. The transform would probably have the requirement of 100 energy (in other words, you are fully in communication with that legend), but not consume it. hitting the F skill again transforms you into a mist-y representation of that legend. and changes your weapon bar but leaves your utilities intact. The transform would have an upkeep of 7-8 energy/sec, weapon skills wouldnt cost energy but would have a typical cooldown, utilities would cost the same energy. Thus if you use a utility, you significantly reduce the duration you can spend in the transform. Because it has a 100 energy prerequisite and because swapping legends sets you at 50 energy, you would not be able to transform hop.

(edited by That Guy.5704)

Revenant Beta Thoughts

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Posted by: That Guy.5704

That Guy.5704

7) Ventari/staff. Staff skills are fun. I like the style. Some things I noticed though. The heal orbs on the auto attack were a little hard to pick up. Sometimes I felt like I ran right over top of them, but they didnt heal. They also seemed to not last as long as they should. I dont know what the actual time out on them is, but since the auto attack chain it at least 2 seconds (not counting any aftercast), it would be resonable for them to last 8-10 seconds (engineer med packs on bunker down last 10 and drop basically every 2 seconds on a mid-high crit, grenade build).

On the other hand, Since the big mechanic for ventari is the tablet, When using the tablet I want to have a more commanding view of the battle field. Where does my tablet need to go? who needs help? things like that. but I am stuck in melee when using the staff which has the best synergy with ventari and the corresponding trait line.

The tablet was definitely a nice change of pace from basically everything in the current game, but it had a couple odd features/absences. The cast time on tablet movement was long enough that sometimes I would end up canceling the move cast by going on to other skills. Because the tablet takes time to actually move across the ground, I think the cast time should either be reduced. The first thing I missed was a bulk heal. Every class has a healing skill (on #6) that will heal them (and sometimes aoe) for around 5k hp. I understand ventari to be a support/healing class and suspect that, because the tablet was given all support skills, a large heal was left out. But I do think it can be done without being out of balance. My suggestion will follow the next paragraph.

The elite in ventari amounts to not much more than a desummon and just doesnt feel elite. Yes, it has a knock back and leaves some med packs. The knock back is nice. The sum of the med packs add up to be the amount of healing of a strong #6 heal skill, but they only last 5 seconds and you have to run around and pick them up. This isnt something that can be used as a reliable heal, besides the fact that it desummons your tablet and comes at a cost of 50 energy, meaning that it also requires 50 energy to be used so if you are running low on energy, you have nothing that can even be potentially used as a bulk heal even if it has been a while since you used it.

I will start this by saying that I find having the desummon on the tablet being the elite to be a little weird in the first place. “Being” ventari, you shouldnt want to destroy your tablet. If necessary, then you have to do what you have to do, but it should, at the same time be worth it to destroy it, but also be unfortunate that it was done. As a suggestion for the ventari elite, remove or drastically lower the initial energy cost. when used, it can either be placed on it own cooldown (30-35sec?) or cause an effect that slows your energy replenishment for a given amount of time (-3 for 10 seconds). When the elite is used, it should provide more benefit especially if the energy cost is left unchanged. For instance, when you hit the elite, power drains from the tablet, healing for, say 4000, applying some regen and maybe protection to those in range, and leaving a large water field below it. about a second later, it falls to the ground, shatters (blast finisher) and breaks into the 5 little med pack pieces.

Also, when channeling ventari, I feel like I should at least be able to run like a centaur (maybe not outrun). Seems like 25% movement should be added to a ventari minor or add a 5-10 second swiftness to natural harmony on the tablet.

(edited by That Guy.5704)

Revenant Beta Thoughts

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That Guy.5704

3) Legend swapping: It should be more or less instantaneous. If I need to swap legends to get to a skill, its probably because I need it right now. The animations on the skill bar are great, but I dont want them to impede skill usage. QoL suggestion: also allow legend swapping with the ` key like weapon swap.

4) Energy: energy was described as a push-pull mechanic. As it currently stands it is a pull-wait mechanic. It is basically a pseudo shared cooldown on skills. In order for it to be a real push-pull mechanic, there should be options to either temporarily increase the regen rate, or energy gaining skills so that, even though you do passively gain energy, there are things that you can do to draw from your legend and increase your energy reserves.

5) Hammer thoughts: I understand that hammer is not the DPS weapon, but when bound to a given weapon, the damage of individual weapons should be more on par with each other because of the inability to compensate with a weapon on swap. Also, the animation of the hammer which stops half way through a swing with a big hammer kind of makes my back hurt :P. what might help the hammer would be to reduce the damage by 75% but then cause it to be a chain skill that swings though from right to left and then left to right (chain of 2 attacks) in the same time as the current auto attack (1 sec). or leave the damage the same and allow the 2 attack chain in 1.5 second. I spent an unfortunately, smaller amount of time running jalis in this test because I used it more in the previous one. Because of this I wont attempt to remember thoughts back then.

Also, Hammer 3 “phase Smash” slowly rotates camera to be parallel with the trajectory of the skill. I can understand why this happens, but it just feels odd particularly after you have aligned your camera in a particular orientation to better guage enemy placement.

6) Mallyx: Mallyx is supposed to be the great manipulator of conditions. However, I didnt feel like I was really applying all that many conditions. I didnt feel I had access to the diversity or even stack counts that other classes have. The elite in mallyx pulses all conditions on you out to foes. The problem, as it stand though, is that it is very hard to have enough conditions on yourself to make it useable. I wanted to use this skill, but it was just never worth it. Unyielding anguish is the only other utility that applies a damaging condition to yourself, the others apply weakness vuln and blind, which are a nice bonus though. But, by the time you get some conditions on yourself from your utilities, the first ones you have applied would be just about expired by the time you get around to casting embrace the darkness and you would be almost out of energy to use in the upkeep for EtD.

In a different scenario, if you are in a situation where lots of conditions are being applied to you, then the skill could be good, except that (and this was stated by some people in my guild as well) if you are waiting for the opportune moment to use EtD, you have previously been using up all your energy giving yourself resistance trying to stay alive.

If you are in a party with lots of condi’s being applied, then it does make pain absorption and EtD much more useful, but if there are lots of condis being applied party wide and pain absorption just transfers 1, there is either going to be aoe condi removal being thrown around anyway negating your buildup for EtD or you will use all your energy pulling conditions and knock yourself out of EtD.

Another interesting thing that could be done to increase survivability while stacking up conditions on yourself would be to also decrease the cooldown of empowering misery per condition.

In relation to point 4, something that could be done is to have a skill, effects on multiple skills, or a trait that, as an example, adds an effect to axe attacks that draws energy from mallyx. This would give you either an extra positive energy change over time or a bulk of energy at once. In retaliation, mallyx would apply some condition to you. for instance, a trait that says “Using an axe while summoning mallyx draws energy from mallyx and torments you. Energy upkeep +3/sec for 5 seconds, torment 2 stacks 4 seconds” or something like that. That specific example may not be the best implementation, but that is kind of the idea.

While playing in mallyx, I felt that, being a condition master, I would be able to manipulate the conditions of what I was attacking. I kind of wanted an epidemic style skill. Whether that is copy of epidemic or something more Mallyx-y like copy (some, a limited number of stacks of all, something like that) conditions on your foe to yourself for 6 seconds gaining resistance for 4 seconds. this would then combo very well with EtD. Might also be a place to insert a little energy gain.

(edited by That Guy.5704)

Revenant Beta Thoughts

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Posted by: That Guy.5704

That Guy.5704

Warning, Wall of Text

NOTES: 1) this is 100% PVE based comments. 2) The following comments are made with the full understanding that the class is missing legends and, as such, is incomplete. 3) I also go into this with the understanding that I have not had the experience necessary to have a solid grasp of everything I have at my disposal such as memorizing all the effects of the different utilities etc. I am trying to do this more of an overall feel as opposed to skill specifics. 4) I am saying the following from the perspective of a main engineer.

So played revenant some this past weekend, threw my unneeded weapons from 1 box in the forge and got my first ever precursor….argh…

The concept of the revenant is great. It appears as though the intention of this class was to be a skill swapping high button/min class like elementalist or engineer and as such I will be comparing it to them. However, as implemented it falls short of its potential in my opinion.

1) It is legend bound. The concept of legends is great: channeling a particular legend of the past and fusing its essence/personality with your own. However, you have only a single weapon to work with. This, in itself, is not necessarily a bad thing. However, each weapon synergizes very well with a particular trait line which synergizes very well with a particular legend. And that is good too. Synergies are a positive thing, except that what you end up with is a primary legend and a secondary legend. People will end up spending the great majority of their time in a single legend and a single weapon. if you are in content where you need good synergy, you take hammer/jalis or malyx/mace/axe. Or, if you are just running around, you just take ventari for the heal spams.

2) it is range bound. Every current class can create a build with both range and melee options at their disposal. All classes with weapon swap are obvious. Elementalist, even if it takes daggers, can also take frost bow and/or fiery greatsword to give them some range options. Engineer only has range weapons, but also has bomb kit and toolkit as options, besides grenades (low travel time and thus better accuracy in melee) and even rifle having good melee range ability. If a revenant takes mace/axe or staff, they are bound to melee. Axe does provide a couple range skills at 900 and staff has 2 at 600 but these all have cooldowns of 10-20 seconds. I expect shiro to be melee as well, and, of course, we dont know about glint.

I see this as an issue after having played in the verdant brink in the previous stress test. The events we encountered there had lots of mechanics that made it a bit more punishing to work in melee range, from stampeding mounted mobs to vines that throw you out of melee to the vinewrath that is surrounded by fire. Because of this, it was often be the case in open world that I wanted to have range at my disposal. but because I have no weapon swap, I surrendered to camping hammer. It was a similar situation in silverwastes this past weekend. There is some interrupting/teleporting (mace that can be done to compensate for this in melee, but with the simple number of enemies that can pop up at fort defense events it was often that I just needed to get out of range for a minute, I really felt tied down when using a melee weapon.

How to figure out damage

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That Guy.5704

As far as I know, all bonuses from “damage is increased” is calculated from your base damage. So additive.

https://wiki.guildwars2.com/wiki/Damage_calculation#Damage_calculation

The wiki is often incorrect.

Not sure if that page is incorrect but it’s always best to test for yourself rather than blindly trusting the wiki.

I dont blindly trust the wiki but your also shouldnt not trust it just because its the wiki. On the other hand, i do more trust the extensive maths that DnT put into their optomized builds and they use a multiplcative damage multiplier.

How to figure out damage

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Posted by: That Guy.5704

That Guy.5704

As far as I know, all bonuses from “damage is increased” is calculated from your base damage. So additive.

https://wiki.guildwars2.com/wiki/Damage_calculation#Damage_calculation

How to figure out damage

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That Guy.5704

Depends if the % increases are multiplicative or additive. I don’t know which it is.

Let’s say you have 5% from the sigil and 10% from a trait.

Additive:
damage * (1 + 0.05 + 0.1) = damage * 1.15

Multiplicative:
damage * 1.05 * 1.1 = damage * 1.155

Again, I don’t know which it is. I always assumed additive but never tested it.

it is multiplicative so Sigil of force and a trait that gives +10% is (damage * 1.05 * 1.1) = damage * 1.155

Now, what I dont know is how traits that say “damage is increased per something” is factored. Does mesmer compounding power give 9%(1.031.03+1.03)for 3 or does it give 1.03*1.03*1.03

an idea for shatterer rework

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That Guy.5704

Posted this somewhere else. I know this isnt something they will even think about with an expansion coming up I just thought I would throw it in here while I had it.

I can see a shatterer fight where he runs in and does an initial scream. Shatterer is mobile and runs around a bit. On the sides of the field there are a couple other interactable objects one being harpoons. (there can, of course, be mobs attacking the players near these interactable things) As he runs, some players target him with harpoons. each one slows him down a little until some point when he is mostly immobile and he flails around trying to get away. At that point a break bar appears. If not broken he breaks free and that phase restarts (damage not resetting of course). If broken, he falls to the ground and begins a second phase. For the first little bit he is just grounded. Now, his break bar begins to refill, he thrashes some at the players around him. As it fills he is slowly getting up. This would be a pretty heavy duty break bar now and CC does some, but not too much to effect it. Players on each side can interact with ropes and shoot them from one side to the other. On the other side, more players pick up the other ends and fasten them to the ground (think gulliver’s travels http://i.dailymail.co.uk/i/pix/2014/02/13/article-2558813-030618B30000044D-345_472x423.jpg) These each chunk down his break bar to prevent him from getting back up. The break bar does keep going back up and one of these ropes is periodically broken so its a tug of war between the rope shooters and shatterer on the break bar. if he gets up, he breaks free of the tie downs and is able to some what slowly move around the arena (think a crippled shatterer, he has harpoons in him). He does heavier thrashing and a leap attack that shoots crystals up from around the battle field. This basically would return him to near the end of phase 1. players would need to harpoon him again to immobilize him (perhaps not as much due to some harpoons from before), reactivate the break bar to knock him down and tie him back to the ground. This wouldnt be hard set phases like tequatl, but phases that change based on what players are doing, number of harpoons, and number of tie downs. He would also be damageable through the entire fight, but obviously its easier to damage a target tied to the ground.?

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

“Added Aim Assisted Rocket damage different when kit is equipped”

This bug actually applies to all traits that trigger and cast a damaging skill. Long-fused Powder Pack and the on-dodge Bomb trait are both reduced by about 15% if a kit is equipped.

Seems to me that either those trait skills are incorrectly using the old kit weapon damage (before the patches changed kits to adopt weapon damage). This is a bug that’s come up time and again in engineer skills.

This is strange if thats what you are currently seeing because I compared it to long fuse and the mine from bunker down and those werent changed when in a kit. I didnt compare to static discharge or evasive powderkeg though.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

Did even some tested the changes, seems not so many bug in this class, bump.

grenadier seemed to be working properly last night and I actually find the increased grenade speed and radius more useful than I thought I would. Makes it easier to get more hits on moving targets easier.

That said, playing with some things I found this https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/page/4#post5258074 that seemed to get lost on the last page in the middle of the static discharge discussions.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

Bug: Aim assisted rocket changes advertised (tool tip text) damage when in a kit.

repeatable? yes, pull up spec window, check damage value in a weapon, swap to grenade and it will change. swapping to another kit changes it as well to the same value as swapping to grenades. Alternatively, Un equip your weapon entirely, check the tool tip. it will be very low. Swap to grenade it will be the same as when a weapon was equipped and you were in grenade before.

Additional: other trait activated attacks do not change eg takedown round. tested so far in pvp where all stats are amulet based. going to LA to see interactions there.

In LA interactions:

Asc assassin rifle equipped (179 power, sigil of force, dont know if that is relevant):
w/o grenade armed: Takedown = 629, Aim Assisted = 1151
w/ grenade: Takedown = 629, Aim Assisted = 924

Exotic zerker Pistol (only, no offhand) equipped (120 power):
w/o grenade armed: Takedown = 613, Aim Assisted = 930
w/ grenade: Takedown = 613, Aim Assisted = 900

Fine zerker rifle (lvl 80) equipped (181 power, comparable to ascended assassin for power):
w/o grenade armed: Takedown = 629, Aim Assisted = 836
w/ grenade: Takedown = 629, Aim Assisted = 924

need to try to test this to see if actual damage changes.

(edited by That Guy.5704)

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

Grenadier causes Grenade Barrage to trigger Static Discharge twice.

EDIT: Trying to replicate it. From what I can tell, I think it’s some wierd interaction with Takedown Round.

I was playing with this bug the day after the initial patch. from what I could tell, it would happen if you used another toolbelt skill with nothing targetted and the ground ate the previous static discharge. I got it to work repeatedly with toss elixir B and even with orbital strike targetted on nothing followed by a grenade barrage targetted on something. But I couldnt come up with anything common because I could find instance where it wouldnt work.

Shame, shame, shame

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That Guy.5704

They’re probably packing lots of bug fixes into one patch, just be patient.

and its probably faster in the end (and less annoying) to do it this way than to have a bunch of tiny patches…..for which people would complain.

Fractal

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That Guy.5704

I have had this before. I can usually fix it by forcing a load screen. That means going to character select, going into pvp/wvw and back to LA, or just waypointing as far ascross the city as possible to force a load screen.

Grenadier trait,(BUG HOTFIX?!?!?!?)

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That Guy.5704

this bug is in the engi bug mega thread. That thread has a red post in it so we know it is read. It has actually been determined that it is not throwing extra grenades but rather that the grenades from grenade barrage are piercing meaning they hit the player as they pass and then when they explode on the ground, so its not just reducing the number of projectiles.

Whistle of death in new LA

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That Guy.5704

I’ve encountered that bug too since the patch.
Just walking around SW , suddenly hit for 300k damage, then just full dead. Sound was muted so can’t confirm the noise.

did you check what combat log attributed it to?

Forum search does not work

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That Guy.5704

examples:

thief in google use “thief site:https://forum-en.gw2archive.eu/forum

to search traps for thief under the thief sub forum “trap site:https://forum-en.gw2archive.eu/forum/professions/thief

Hover Wallet Missing

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That Guy.5704

Hey all, didn’t want to leave this discussion hanging. Losing the hover list was a needed concession because of the fact that the currency list is growing and would potentially become unusable. We’ve been talking about ways we could have kept it, and things we might do in the future to bring it back, but time constraints kept us from being able to implement any of them for the 6/23 release. We are still looking at it and considering our options though.

(said with the understanding that this isnt exactly top priority) how about allowing up to, say, 10 currencies to be selected via checkbox to be added to the “quick view” popup?

Hero Panel Dye Preview Failing [merged]

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That Guy.5704

Hallo,

Interestingly this does not repro on any of our internal environments but as soon as I let someone check on live it was instant. We are now tracking this bug but it is too early for me to have any further information.

Ahh….I love code.

Precision Calculations were adjusted

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That Guy.5704

morning bump on this one. just looking for a clarification even if its not a bug so we can work out the new formula.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

Yay updates! Seems the “Orbital Strike gets culled completely as soon as any effectst are happening” thing got list dropped? ‘s probably my favorite personal lil’ issue and pet peeve to grump about atm! Well, that combined with the lack of skill queues on SD builds.

Yes, I was in WvW last night to get some dailies, me and like 3 other people went to take a tower and my orbital strike was culled with just a couple people, so its not just being lost in big zergs. Also, no enemy servers were there either, just us and the npcs.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

I’m actually being even more OCD about. I’ve pulled all the posts into a word doc and am doing character counts to tetris them in for the most efficiency. I’ll make the changes soon.

I was already thinking about how to trim the fat off the fixed ones, but I don’t want to loose some of that descriptive detail. We’ll see how it goes! XD

could also take one of your first comments after all the bug reports and use that as a “resolved” post. Then link to it at the beginning of the very first post. Would be able to move resolutions there and make room for new bugs as they are found.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

As someone who has done some software development and testing for prototype devices I can say that you can test things for hours on end, find no issues, package it up and release it to the hardware testers and things are inexplicably broken. (though I know that isnt exactly the same situation as end product game development)

I saw someone say it like this: you can write code that changes the color of an apple from red to green, test it and find it working perfectly; but as soon as you release it it changes the apple to a banana.

(edited by That Guy.5704)

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

sorry, mortar 1 again. (see if I can do some better nutshelling) I will specifically test this tonight.

current reticle: little, 120 or 180 not sure.
current damage radius: 240 (seems to match other skills)
expected damage radius: 240 (to match other skills)
expected reticle: 240

The bug description would read “Additionally, the retical shows a radius of 120 when in actuality it is doing damage at 240. All other Mortar Kit skills are 240 with reticles and description radii reflecting this number.” according to what I tested last night.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

Holy moley! I’ll get started on the edits. Thanks for the responses and the attention to detail.

Well, these are engineers after all haha.

New Condition Damage Formulas [bleeding]

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That Guy.5704

got nerfed already i the initial patch

Bleeding:
The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat.
New damage over time: 2 + (0.25 * Level) + (0.06 * Condition Damage)

Problem with skill queuing since Patch.

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That Guy.5704

FYI, there is a discussion about this in the engineer bugs mega thread as well.

Precision Calculations were adjusted

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That Guy.5704

on my engineer, I now have more precision and lower crit chance (saved before screenshots with and without traits). Also, while I didnt look into this myself, a guildie said that he has multiple characters of different classes in full ascended zerker gear (so should be same precision) but different white (no bonuses) crit chances. Again, didnt look into this myself, so some other verification/refutation would be good.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

under the mortar kit #1, I think the radius being used and the proper damage radius should be 240 as the other skills, not 180 as in the bug report. I am not home right now, but if someone can cast one of the other mortar skills so that its edge just barely catches a target golem and then uses mortar 1 at the same point, you should see that their effective radius are both the same at 240. In my previous comment, I wasnt sure if the shown radius was 120 or 180, but the functional radius appears to be 240. my wording wasnt great before.

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

Fire blast, FT #2 no longer listed as a blast, but functions as one.

EDIT: also, flame blast requires a target, I dont think this was always the case

EDIT 2: can someone else try blasting napalm with fire blast. I am having a terrible time even in a controlled environment and using a target golem as a reference point

(edited by That Guy.5704)

Engineer Bugs (Updated & Consolidated)

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That Guy.5704

you might specify for grenade barrage that if grenade quantity was made baseline, then barrage should have 7 grenades not the current 6.

Mortar kit 1 targeting circle is too small. Tested on golem herd in HOTM and compared to other mortar skills. Functional radius appears to be correct while target looks like its either 120 or 180 radius

Ascended Gear - Anet please fix this.

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Trait interaction with runes

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That Guy.5704

it seems so yes. They are specifically making traits trigger other skills as opposed to just have an effect so that they interact more with other traits, runes etc.

Where is promised challenging HOT content?

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Posted by: That Guy.5704

That Guy.5704

in the beta we saw 1-2 biomes of about 1/3 of 1 of at least 2 (very likely more than 2) of the maps coming with the expansion. Besides that, most of us only claimed 2 mastery lines, gliding 1 and shrooms 1. in other words, at most we had the chance to explore about a tenth of the map area available in the expansion and were missing some exploration tools that may have revealed more even in the area we had. I dont think I would pass judgement on a lack of “challenging group content” until we at the very least get a blog post and POI on what challenging group content is defined as.

Some beta notes

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Posted by: That Guy.5704

That Guy.5704

Masteries: the process to progress was not entirely obvious either. To progress a track you click the checkbox at the top. Something that evokes a “training” or “activate” concept might be better whereas a check mark says “complete”.

A mastery track must be selected in order for gained exp to count towards anything. I understand this. However, if you have filled your track, you must either spend the mastery point to complete that track or change tracks to allow further gained xp points to not be wasted. I understand not allowing experience to accumulate into multiple filled bars. However, if you fill your bar in the middle of an event, the rest of the event and the experience gained on completion of the event is wasted. I could be changed so that actually clicking the gold, silver, or bronze medal is what actually gives you experience so that you have a chance to unlock a new xp bar or you could be given a small (say 5-10% of a level) buffer which can be progressed into and applied to whatever mastery line you choose next.

Some beta notes

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Posted by: That Guy.5704

That Guy.5704

Night events: The night events were not as clearly defined as the day events. When there was a defend at a particular supply, there was an orange circle, but with no defend, there was no familiar orange circles anywhere to indicate that we needed to save and escort pact soldiers to the supply outposts. Something that would also help is an audible (and chat bubble) message from the npcs to run out and save the soldiers.

Escorting these soldiers seemed to end after a certain time limit or when an outpost defense started (not sure which). This seemed awkward to me. The mobs and the soldier would just disappear. The soldiers could take a tank tons of damage which is good before players get to them but results in simply a timed escort. Perhaps, these npcs can begin taking damage when a player gets within a range of that soldier event (where it initially is started). The npc’s health or armor (whatever the case may be there) can be lowered and the npc given a downed state and smart reaction to its downed state. That is, have him target the mob with the lowest health, use an auto attack and allow the npc to rally like a player. This would put a bit more play into these escort events and require more attention from players. Along with this, these escorts should end on either success or death of the npc. This would mean that, if a defense starts, players must choose whether to continue their escort or rush back to the defense leaving the soldiers behind.

I know the events arent complete, but it wasnt clear (and still isnt to me anyway even after talking to the npcs) what the purpose of bringing supply to the area was as it didnt seem to actually accomplish anything. of course, the event description on the right of the screen showed how many outposts were held so it may have just been that there is a connection there and we didnt do well enough.

(opinion) the night seemed too bright. Out int he open, moonlight is one thing, but in the supply events in the southern area in the ruins, I would expect those little halls to be much darker than they were. An interesting mechanic might be having torches on the wall that you need to either keep lit or be attacked in the dark (not complete blackout, but dark enough that you cant see a terragriff start its rush animation unless the wall torches are kept lit (insert evil snicker)

Day/Night relation: Was there one? in the blog post some time ago, we got a description of fortifying defenses during the day and then defending at night. What I experienced was a supply gather(soldier escort)/defense rotation during the night and other unrelated events during the day. What I hoped to see (maybe a little over the top) was the supply escort style things during the day with some smaller mordrem attacks on the supply, players setting up and upgrading arrow carts and mortars and building blockades at choke points using that supply and things like that and then a heavier onslaught of mordrem at night with players bunkered in the little fort they just built. Perhaps a couple escorts at the beginning of the night cycle where you go out and “save” a mortar or arrow expert that increases your defense capabilities or extra engineers that just run supply to and from your defenses fixing them. Of course the defense setup wouldnt take the full 75 minutes of the day cycle so some groups might decide to spend the last 15 minutes of the day setting up their defenses doing all the other events the rest of the time while others could spend much longer. It could be designed in such a way that waves attack during the night that get progressively harder with one wave coming, say, 1-2 minutes after the last mob of the previous wave is killed. In this way, it would allow a little time for repairs (depending on your supply stockpile) and it would allow groups to see just how many waves they can get through during one night cycle since a wave will not come until the previous one has been killed and increase rewards from the night event for those who did more work on their little fort during the day (more/higher rank mobs = more goodies). I could see unofficial competitions to see how many waves you can get through.

(edited by That Guy.5704)

Some beta notes

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Posted by: That Guy.5704

That Guy.5704

Enemies: I didnt really have too big of an issue with any given mobs. However mounted zintel spawning in various ranks (regular, vet, elite and champ) were progressively larger, which was cool. but the higher the rank (the larger the model) the name above their head got progressively even higher above the head of the enemy to the point where the name above a champ with higher above the enemy’s head the the enemy was tall. I actually had to move my camera and look up in the air to see the name.

Day Events: some of these events were quite long and ran a group of players over a large area running through many different events. This is something I have wanted to see and hope to see more and longer event chains. I particularly liked the Nuhoch escort where we interrupted a zintel sermon, gathered wyvern eggs to use against them and then were attacked by a wyvern. Unfortunately, this wyvern despawned as soon as the day phase was over. In Drytop, these boss events coninue into the next phase which forces players to choose whether to finish or move on to a different event. I think these kinds of decisions are a better mechanic than a simple despawn. Of course, it would need to have some timer so it isnt indefinitely on the map but, if it is allowed to persist for a bit in a case like this, if there is a night phase event that passes through this area, it would then be harassed by the incomplete wyvern event.

There was an itzel hunting event which I did a couple times. The last event seemed to just sort of end after time ran out. I sort of expected a large legendary to come after us that we had to kill to end the event. not a bug, just an event comment.

There was an event in the southern portion of the map, though, where some snipers were attacking a troll perched up on a tower. The event description on the right (as I recall) sai something about defending them. however, there was nothing to defend against and the snipers dropped the troll to 0% life and then it promptly went back to 100% and the snipers continued. This didnt continue too much longer because the day phase ended.

Some beta notes

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Posted by: That Guy.5704

That Guy.5704

First off, the map is really intricate and really confusing…and that is a big positive to me. I found myself running into caves and through little passage ways only to find that I just ran in a big circle and ended up on the other side of the same little clearing I had left a few minutes before. This allows people to get to various points in the map from all different directions and is good design if you ask me.

Glider: I had a few bugs with the glider. We are able to deploy the glider much faster than in the earlier betas which is great, but now, sometimes if you are trying to jump and press space more than once you deploy your glider for a split second. This actually allowed you to get your skills back in the sparta pit tentacle adventure. I also had the “deploy glider” interact option sometimes after a dodgeroll as well as (if I am remembering the situation correctly) after being hit while jumping. The interact option would actually stay there while I was attacking until I hit the space bar. Perhaps a fix for this would be to only allow the glider to deploy if your character is farther above any point within a certain radius of your character than the character can jump. So, for instance, if I am on the ground with flat land all around me, and I jump, the glider will never have the option to deploy. if I am near a cliff and jump, then the glider has the option because there is something nearby that can be glided off. If I am on top of a rock and jump, then it has the option because when I jump, at the max height, I am higher above the rest of the ground then I could have jumped.

Jumping mushrooms: It wasnt clear that the mushrooms shot you to a certain point rather than simply straight up. This was something I had to figure out. Even though you are launched in the same manner standing anywhere on a given mushroom, a player will logically stand in the middle.

A couple of them (particularly one during the Nuhoch gathering wyvern eggs event) have a rock or some other collider outcropping above the mushroom and overlapping part of the character collider when it is launched. This causes the character to fly off in an unexpected direction. On the particular one I had an issue with, if I stood away from the wall on the very edge of the mushroom, my collider did not overlap during flight and I landed at the expected spot. In some of these mushrooms, the rocks should be trimmed to allow colliders to fly past given a starting point of the center of the mushroom.

Chronomancer Traits

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Posted by: That Guy.5704

That Guy.5704

  • Chronophantasma – Your phantasms respawn the first time they are shattered.

With this trait, phantasms still run to your target and then respawn where they shattered. What this means, though, is that things like a duelist will run into melee, respawn and be in melee range. If I am using a duelist, it is typically because I want to keep it long range.

It would be nice if the respawn happened where the phantasm was when the shatter was activated not where it was when it physically shattered. <snip>

Keep it simple: Phantasms respawn at a point 50% of their maximum attack range from their current target. Melee phants spawn in melee, ranged phants spawn at range.

The trait might already work like that, for all we know. I think the video demonstrated it only with melee phantasms.

This is actually what I had to double check. In the video https://www.youtube.com/watch?v=71Ls5bjLFBk at 20:10 he summons a disenchanter which spawns at range. He then uses a shatter, it runs into melee and then respawns itself in melee range right on top of the golem.

EDIT: In fact, rewatching, the respawn actually happens CLOSER then the range at which the disenchanter ran to which seems to be odd to me

Chronomancer Traits

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Posted by: That Guy.5704

That Guy.5704

  • Chronophantasma – Your phantasms respawn the first time they are shattered.

I would like to bring something up about this trait that I verified going back through the chronomancer POI video. When you shatter phantasms, your phantasms move TO your target and then shatter. This makes perfect sense under normal circumstances. With this trait, phantasms still run to your target and then respawn where they shattered. What this means, though, is that things like a duelist will run into melee, respawn and be in melee range. If I am using a duelist, it is typically because I want to keep it long range.

It would be nice if the respawn happened where the phantasm was when the shatter was activated not where it was when it physically shattered. This could be done in a couple ways. 1) a reference is made when the phantasm was when the shatter is activate and the respawn happens at that point 2) the “respawn” actually happens before the move into melee range or 3) phantasms are given a skill where they “throw” their butterflies at the target which shatter on the target rather than shattering themselves. The 3rd option (and the second if it is actually the duplicate that gets shattered) would address the concern mentioned on the livestream about being able to essentially reset the skill cooldown of all your phantasms for spike damage if it is determined that that is too powerful.

Engineer: Speedy Kit + Kit refinement

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Posted by: That Guy.5704

That Guy.5704

I wasnt able to watch this section of the livestream, but I am looking over notes and wanted to comment on this one. Many engineers use speedy kits, obviously, as a simple source of swiftness and a general QoL utility. If kit refinement is added to speedy kits, then if we change kits to get some swiftness, we will also create an attack that could put us in combat, drawing aggro and putting us in combat speed. Further, this would mean that we wouldnt want to swap kits while stealthed for fear of attacking something and breaking stealth. In theory, it makes sense to put the 2 together, but I think it may just cause some issues.

I apologize if this was discussed on the live stream

Fractals, you're doing it wrong.

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Posted by: That Guy.5704

That Guy.5704

https://forum-en.gw2archive.eu/forum/game/gw2/sug-Fractal-skin-crafting-salv-asc-rings going to link this here. Sure its easier to just put them up for sale, but this gives a use for rings and adds a crafting item that can be used for other things as well.

Mastery and altaholics?

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Posted by: That Guy.5704

That Guy.5704

With the 2 different sets of masteries based on the 2 major zones, my guess would be that you progress the active track of the zone you are in. but that is only my guess and not something that we can really even infer based on the post.

Gaining Mastery Points and alts.

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Posted by: That Guy.5704

That Guy.5704

The mastery point is gained once per account even if you complete the same content again on an alt.

please clarify- masterypoints with xp-gain?

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Posted by: That Guy.5704

That Guy.5704

Doing map completion is specific content completion.

You need to do specific tasks in order to get the points. Not necessarily doing specific tasks in order to get specific points.

correct. The point still remains that it appears that you can completely max out a specific mastery line without ever actually engaging in the content you are “mastering”

please clarify- masterypoints with xp-gain?

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That Guy.5704

Mastery Point != Mastery Progress.

You need to use the points (which require specific content completion) to unlock the different Masteries, but when you have a mastery unlocked you advance it by getting XP.

This wasnt explicitly stated (or I missed it). It said that you gain mastery points by doing things like map completion etc, but I havent seen it say anywhere that these points are tied to a specific track. In fact, they use the word “spend” seeming to imply that a mastery point is a generic mastery point. So it sounds like you can spend map completion mastery points and run CoF and max out a new race’s language mastery.

I really hope this isnt the case because, to me, it devalues the mastery.

(edited by That Guy.5704)

JP Adventure worry

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That Guy.5704

yea I am sure they thought about this. My guess is there will be milestones like the SW puzzle even in the short ones where you have to tag all the flags in order for your time to count.

[Question]Hello Mastery, good-bye Forging?

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That Guy.5704

What I gathered from the post was that skill points will be added as rewards, not just the current challenges or places of power. For instance, if they are added outside of the new regions, you might get a skill point on a 5/5 breach or a vinewrath kill

Masteries Blog is Up

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That Guy.5704

eh, i was hoping for specific tasks awarding specific points, rather than an exp bar replacement. i mean, the skills you can learn still sound interesting, but the fact that it sounds like you can learn a language by punching mordrem hard enough is a bit disheartening.

I posted this concern in its own tread before I saw it here. it would make more sense to me as well to master specific content by doing that content.